/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineExecutor.h
A Movie Pipeline Executor is responsible for executing an array of Movie Pipelines, and (optionally) reporting progress back for the movie pipelines. The entire array is passed at once to allow the implementations to choose how to split up the work.Bydefault we provide a local execution (UMoviePipelineLocalExecutor) which works on them serially, but you can create an implementation of this class, change the default in the Project Settings and use your own distribution logic. For example, you may want to distribute the work to multiple computers over a network, which may involve running command line options on each machine to sync the latest content from the project before the execution starts.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract) class UMoviePipelineExecutorBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
FMoviePipelineH...
HTTPResponseRecievedDelegate
If an HTTP Request has been made and a response returned, the returned response will be broadcast on this event.
FMoviePipelineS...
SocketMessageRecievedDelegate
If this executor has been configured to connect to a socket, this event will be called each time the socket recieves something.
FString
StatusMessage
float
StatusProgress
TSubclassOf<UM...
TargetPipelineClass
Which Pipeline Class should be created by this Executor. May be null.
FString
UserData
Arbitrary data that can be associated with the executor.
UE::MoviePipeli...
ViewportInitArgs
Some global initialization args that get passed to theUMoviePipelinebefore the call toInitialize()